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Eluna create workaround for SetReactState
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@@ -1656,7 +1656,13 @@ struct ElunaCreatureAI : ScriptedAI
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void UpdateAI(uint32 diff) OVERRIDE
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#endif
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{
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ScriptedAI::UpdateAI(diff);
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#ifdef MANGOS
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if (IsCombatMovement())
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ScriptedAI::UpdateAI(diff);
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#else
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if (!me->HasReactState(REACT_PASSIVE))
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ScriptedAI::UpdateAI(diff);
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#endif
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int bind = sEluna->CreatureEventBindings.GetBind(me->GetEntry(), CREATURE_EVENT_ON_AIUPDATE);
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if (!bind)
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return;
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